Torque3D/Engine/source/terrain/terrCellMaterial.cpp
Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00

902 lines
30 KiB
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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "terrain/terrCellMaterial.h"
#include "core/util/safeRelease.h"
#include "terrain/terrData.h"
#include "terrain/terrCell.h"
#include "materials/materialFeatureTypes.h"
#include "materials/materialManager.h"
#include "terrain/terrFeatureTypes.h"
#include "terrain/terrMaterial.h"
#include "renderInstance/renderDeferredMgr.h"
#include "shaderGen/shaderGen.h"
#include "shaderGen/featureMgr.h"
#include "scene/sceneRenderState.h"
#include "materials/sceneData.h"
#include "gfx/util/screenspace.h"
#include "lighting/advanced/advancedLightBinManager.h"
S32 sgMaxTerrainMaterialsPerPass = 32;
AFTER_MODULE_INIT( MaterialManager )
{
Con::NotifyDelegate callabck( &TerrainCellMaterial::_updateDefaultAnisotropy );
Con::addVariableNotify( "$pref::Video::defaultAnisotropy", callabck );
}
Vector<TerrainCellMaterial*> TerrainCellMaterial::smAllMaterials;
Vector<String> _initSamplerNames()
{
Vector<String> samplerNames;
samplerNames.push_back("$baseTexMap");
samplerNames.push_back("$layerTex");
samplerNames.push_back("$lightMapTex");
samplerNames.push_back("$lightInfoBuffer");
samplerNames.push_back("$normalMapSampler");
samplerNames.push_back("$detailMapSampler");
samplerNames.push_back("$macroMapSampler");
samplerNames.push_back("$ormMapSampler");
return samplerNames;
}
const Vector<String> TerrainCellMaterial::mSamplerNames = _initSamplerNames();
TerrainCellMaterial::TerrainCellMaterial()
: mTerrain( NULL ),
mDeferredMat( NULL ),
mReflectMat( NULL ),
mShader( NULL ),
mCurrPass( 0 ),
mMaterials( 0 )
{
smAllMaterials.push_back( this );
}
TerrainCellMaterial::~TerrainCellMaterial()
{
SAFE_DELETE( mDeferredMat );
SAFE_DELETE( mReflectMat );
smAllMaterials.remove( this );
T3D::for_each(mMaterialInfos.begin(), mMaterialInfos.end(), T3D::delete_pointer());
mMaterialInfos.clear();
}
void TerrainCellMaterial::_updateDefaultAnisotropy()
{
// TODO: We need to split the stateblock initialization
// from the shader constant lookup and pass setup in a
// future version of terrain materials.
//
// For now use some custom code in a horrible loop to
// change the anisotropy directly and fast.
//
const U32 maxAnisotropy = MATMGR->getDefaultAnisotropy();
Vector<TerrainCellMaterial*>::iterator iter = smAllMaterials.begin();
for ( ; iter != smAllMaterials.end(); iter++ )
{
// Start from the existing state block.
GFXStateBlockDesc desc = (*iter)->mStateBlock->getDesc();
if ((*iter)->mDetailTexArrayConst->isValid())
{
const S32 sampler = (*iter)->mDetailTexArrayConst->getSamplerRegister();
if (maxAnisotropy > 1)
{
desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
}
else
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
}
if ((*iter)->mMacroTexArrayConst->isValid())
{
const S32 sampler = (*iter)->mMacroTexArrayConst->getSamplerRegister();
if (maxAnisotropy > 1)
{
desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
}
else
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
}
if ((*iter)->mNormalTexArrayConst->isValid())
{
const S32 sampler = (*iter)->mNormalTexArrayConst->getSamplerRegister();
if (maxAnisotropy > 1)
{
desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
}
else
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
}
if ((*iter)->mOrmTexArrayConst->isValid())
{
const S32 sampler = (*iter)->mOrmTexArrayConst->getSamplerRegister();
if (maxAnisotropy > 1)
{
desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
}
else
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
}
// Set the updated stateblock.
desc.setCullMode(GFXCullCCW);
(*iter)->mStateBlock = GFX->createStateBlock(desc);
//reflection
desc.setCullMode(GFXCullCW);
(*iter)->mReflectionStateBlock = GFX->createStateBlock(desc);
// Create the wireframe state blocks.
GFXStateBlockDesc wireframe(desc);
wireframe.fillMode = GFXFillWireframe;
wireframe.setCullMode(GFXCullCCW);
(*iter)->mWireframeStateBlock = GFX->createStateBlock(wireframe);
}
}
void TerrainCellMaterial::setTransformAndEye( const MatrixF &modelXfm,
const MatrixF &viewXfm,
const MatrixF &projectXfm,
F32 farPlane )
{
PROFILE_SCOPE( TerrainCellMaterial_SetTransformAndEye );
MatrixF modelViewProj = projectXfm * viewXfm * modelXfm;
MatrixF invViewXfm( viewXfm );
invViewXfm.inverse();
Point3F eyePos = invViewXfm.getPosition();
MatrixF invModelXfm( modelXfm );
invModelXfm.inverse();
Point3F objEyePos = eyePos;
invModelXfm.mulP( objEyePos );
VectorF vEye = invViewXfm.getForwardVector();
vEye.normalize( 1.0f / farPlane );
mConsts->setSafe(mModelViewProjConst, modelViewProj);
if (mViewToObjConst->isValid() || mWorldViewOnlyConst->isValid())
{
MatrixF worldViewOnly = viewXfm * modelXfm;
mConsts->setSafe(mWorldViewOnlyConst, worldViewOnly);
if (mViewToObjConst->isValid())
{
worldViewOnly.affineInverse();
mConsts->set(mViewToObjConst, worldViewOnly);
}
}
mConsts->setSafe(mEyePosWorldConst, eyePos);
mConsts->setSafe(mEyePosConst, objEyePos);
mConsts->setSafe(mObjTransConst, modelXfm);
mConsts->setSafe(mWorldToObjConst, invModelXfm);
mConsts->setSafe(mVEyeConst, vEye);
}
TerrainCellMaterial* TerrainCellMaterial::getDeferredMat()
{
if ( !mDeferredMat )
{
mDeferredMat = new TerrainCellMaterial();
mDeferredMat->init( mTerrain, mMaterials, true, false, mMaterials == 0 );
}
return mDeferredMat;
}
TerrainCellMaterial* TerrainCellMaterial::getReflectMat()
{
if ( !mReflectMat )
{
mReflectMat = new TerrainCellMaterial();
mReflectMat->init( mTerrain, mMaterials, false, true, true );
}
return mReflectMat;
}
void TerrainCellMaterial::init( TerrainBlock *block,
U64 activeMaterials,
bool deferredMat,
bool reflectMat,
bool baseOnly )
{
// This isn't allowed for now.
AssertFatal( !( deferredMat && reflectMat ), "TerrainCellMaterial::init - We shouldn't get deferred and reflection in the same material!" );
mTerrain = block;
mMaterials = activeMaterials;
mMaterialInfos.clear();
for ( U32 i = 0; i < 64; i++ )
{
if ( !( mMaterials & ((U64)1 << i ) ) )
continue;
TerrainMaterial *mat = block->getMaterial( i );
MaterialInfo *info = new MaterialInfo();
info->layerId = i;
info->mat = mat;
mMaterialInfos.push_back(info);
}
if (!_initShader(deferredMat,
reflectMat,
baseOnly))
{
Con::errorf("TerrainCellMaterial::init - Failed to init shader!");
T3D::for_each(mMaterialInfos.begin(), mMaterialInfos.end(), T3D::delete_pointer());
mMaterialInfos.clear();
return;
}
// If we have attached mats then update them too.
if ( mDeferredMat )
mDeferredMat->init( mTerrain, mMaterials, true, false, baseOnly );
if ( mReflectMat )
mReflectMat->init( mTerrain, mMaterials, false, true, baseOnly );
}
bool TerrainCellMaterial::_initShader(bool deferredMat,
bool reflectMat,
bool baseOnly)
{
if (GFX->getPixelShaderVersion() < 3.0f)
baseOnly = true;
// NOTE: At maximum we only try to combine sgMaxTerrainMaterialsPerPass materials
// into a single pass. This is sub-optimal for the simplest
// cases, but the most common case results in much fewer
// shader generation failures and permutations leading to
// faster load time and less hiccups during gameplay.
U32 matCount = getMin(sgMaxTerrainMaterialsPerPass, mMaterialInfos.size());
Vector<GFXTexHandle> normalMaps;
// See if we're currently running under the
// basic lighting manager.
//
// TODO: This seems ugly... we should trigger
// features like this differently in the future.
//
bool useBLM = String::compare(LIGHTMGR->getId(), "BLM") == 0;
// Do we need to disable normal mapping?
const bool disableNormalMaps = MATMGR->getExclusionFeatures().hasFeature(MFT_NormalMap) || useBLM;
// How about parallax?
const bool disableParallaxMaps = GFX->getPixelShaderVersion() < 3.0f ||
MATMGR->getExclusionFeatures().hasFeature(MFT_Parallax);
// Has advanced lightmap support been enabled for deferred.
bool advancedLightmapSupport = false;
if (deferredMat)
{
// This sucks... but it works.
AdvancedLightBinManager* lightBin;
if (Sim::findObject("AL_LightBinMgr", lightBin))
advancedLightmapSupport = lightBin->MRTLightmapsDuringDeferred();
}
// Loop till we create a valid shader!
while (true)
{
FeatureSet features;
features.addFeature(MFT_VertTransform);
features.addFeature(MFT_TerrainBaseMap);
if (deferredMat)
{
features.addFeature(MFT_EyeSpaceDepthOut);
features.addFeature(MFT_DeferredConditioner);
features.addFeature(MFT_isDeferred);
if (advancedLightmapSupport)
features.addFeature(MFT_RenderTarget3_Zero);
}
else
{
features.addFeature(MFT_RTLighting);
// The HDR feature is always added... it will compile out
// if HDR is not enabled in the engine.
features.addFeature(MFT_HDROut);
}
// Enable lightmaps and fogging if we're in BL.
if (reflectMat || useBLM)
{
features.addFeature(MFT_Fog);
features.addFeature(MFT_ForwardShading);
}
if (useBLM)
features.addFeature(MFT_TerrainLightMap);
normalMaps.clear();
S32 featureIndex = 0;
// Now add all the material layer features.
for (U32 i = 0; i < matCount && !baseOnly; i++)
{
TerrainMaterial* mat = mMaterialInfos[i]->mat;
if (mat == NULL)
continue;
// We only include materials that
// have more than a base texture.
if (mat->getDetailSize() <= 0 ||
mat->getDetailDistance() <= 0 ||
mat->getDetailMap() == StringTable->EmptyString())
continue;
// check for macro detail texture
if (!(mat->getMacroSize() <= 0 || mat->getMacroDistance() <= 0 || mat->getMacroMap() == StringTable->EmptyString()))
{
if (deferredMat)
features.addFeature(MFT_isDeferred, featureIndex);
features.addFeature(MFT_TerrainMacroMap, featureIndex);
}
if (deferredMat)
features.addFeature(MFT_isDeferred, featureIndex);
features.addFeature(MFT_TerrainDetailMap, featureIndex);
if (deferredMat)
{
if (!(mat->getORMConfigMap() == StringTable->EmptyString()))
{
features.addFeature(MFT_TerrainORMMap, featureIndex);
}
else
{
features.addFeature(MFT_DeferredTerrainBlankInfoMap, featureIndex);
}
}
if (mat->getInvertRoughness())
features.addFeature(MFT_InvertRoughness, featureIndex);
normalMaps.increment();
// Skip normal maps if we need to.
if (!disableNormalMaps && mat->getNormalMap() != StringTable->EmptyString())
{
features.addFeature(MFT_TerrainNormalMap, featureIndex);
normalMaps.last() = mat->getNormalMapResource();
GFXFormat normalFmt = normalMaps.last().getFormat();
if (normalFmt == GFXFormatBC3)
features.addFeature(MFT_IsBC3nm, featureIndex);
else if (normalFmt == GFXFormatBC5)
features.addFeature(MFT_IsBC5nm, featureIndex);
// Do we need and can we do parallax mapping?
if (!disableParallaxMaps &&
mat->getParallaxScale() > 0.0f &&
!mat->useSideProjection())
features.addFeature(MFT_TerrainParallaxMap, featureIndex);
}
// Is this layer got side projection?
if (mat->useSideProjection())
features.addFeature(MFT_TerrainSideProject, featureIndex);
featureIndex++;
}
// New blending
if (matCount > 0 && !Con::getBoolVariable("$Terrain::LerpBlend", false))
{
features.addFeature(MFT_TerrainHeightBlend);
}
MaterialFeatureData featureData;
featureData.features = features;
featureData.materialFeatures = features;
// Check to see how many vertex shader output
// registers we're gonna need.
U32 numTex = 0;
U32 numTexReg = 0;
for (U32 i = 0; i < features.getCount(); i++)
{
S32 index;
const FeatureType& type = features.getAt(i, &index);
ShaderFeature* sf = FEATUREMGR->getByType(type);
if (!sf)
continue;
sf->setProcessIndex(index);
ShaderFeature::Resources res = sf->getResources(featureData);
numTex += res.numTex;
numTexReg += res.numTexReg;
}
// Can we build the shader?
//
// NOTE: The 10 is sort of an abitrary SM 3.0
// limit. Its really supposed to be 11, but that
// always fails to compile so far.
//
if (numTex < GFX->getNumSamplers() &&
numTexReg <= 10)
{
// NOTE: We really shouldn't be getting errors building the shaders,
// but we can generate more instructions than the ps_2_x will allow.
//
// There is no way to deal with this case that i know of other than
// letting the compile fail then recovering by trying to build it
// with fewer materials.
//
// We normally disable the shader error logging so that the user
// isn't fooled into thinking there is a real bug. That is until
// we get down to a single material. If a single material case
// fails it means it cannot generate any passes at all!
const bool logErrors = true;// matCount == 1;
GFXShader::setLogging(logErrors, true);
mShader = SHADERGEN->getShader(featureData, getGFXVertexFormat<TerrVertex>(), NULL, mSamplerNames);
}
// If we got a shader then we can continue.
if (mShader)
break;
// If the material count is already 1 then this
// is a real shader error... give up!
if (matCount <= 1)
return false;
// If we failed we next try half the input materials
// so that we can more quickly arrive at a valid shader.
matCount -= matCount / 2;
}
// Setup the constant buffer.
mConsts = mShader->allocConstBuffer();
// Prepare the basic constants.
mModelViewProjConst = mShader->getShaderConstHandle("$modelview");
mWorldViewOnlyConst = mShader->getShaderConstHandle("$worldViewOnly");
mViewToObjConst = mShader->getShaderConstHandle("$viewToObj");
mEyePosWorldConst = mShader->getShaderConstHandle("$eyePosWorld");
mEyePosConst = mShader->getShaderConstHandle("$eyePos");
mVEyeConst = mShader->getShaderConstHandle("$vEye");
mLayerSizeConst = mShader->getShaderConstHandle("$layerSize");
mObjTransConst = mShader->getShaderConstHandle("$objTrans");
mWorldToObjConst = mShader->getShaderConstHandle("$worldToObj");
mLightInfoBufferConst = mShader->getShaderConstHandle("$lightInfoBuffer");
mBaseTexMapConst = mShader->getShaderConstHandle("$baseTexMap");
mLayerTexConst = mShader->getShaderConstHandle("$layerTex");
mFogDataConst = mShader->getShaderConstHandle("$fogData");
mFogColorConst = mShader->getShaderConstHandle("$fogColor");
mLightMapTexConst = mShader->getShaderConstHandle("$lightMapTex");
mOneOverTerrainSizeConst = mShader->getShaderConstHandle("$oneOverTerrainSize");
mSquareSizeConst = mShader->getShaderConstHandle("$squareSize");
mBlendDepthConst = mShader->getShaderConstHandle("$baseBlendDepth");
mLightParamsConst = mShader->getShaderConstHandle("$rtParamslightInfoBuffer");
// Now prepare the basic stateblock.
GFXStateBlockDesc desc;
// We write to the zbuffer if this is a deferred
// material or if the deferred is disabled.
desc.setZReadWrite(true, !MATMGR->getDeferredEnabled() ||
deferredMat ||
reflectMat);
desc.samplersDefined = true;
if (mBaseTexMapConst->isValid())
desc.samplers[mBaseTexMapConst->getSamplerRegister()] = GFXSamplerStateDesc::getWrapLinear();
if (mLayerTexConst->isValid())
desc.samplers[mLayerTexConst->getSamplerRegister()] = GFXSamplerStateDesc::getClampPoint();
if (mLightInfoBufferConst->isValid())
desc.samplers[mLightInfoBufferConst->getSamplerRegister()] = GFXSamplerStateDesc::getClampPoint();
if (mLightMapTexConst->isValid())
desc.samplers[mLightMapTexConst->getSamplerRegister()] = GFXSamplerStateDesc::getWrapLinear();
const U32 maxAnisotropy = MATMGR->getDefaultAnisotropy();
mDetailInfoVArrayConst = mShader->getShaderConstHandle("$detailScaleAndFade");
mDetailInfoPArrayConst = mShader->getShaderConstHandle("$detailIdStrengthParallax");
mMacroInfoVArrayConst = mShader->getShaderConstHandle("$macroIdStrengthParallax");
mMacroInfoPArrayConst = mShader->getShaderConstHandle("$macroIdStrengthParallax");
mDetailTexArrayConst = mShader->getShaderConstHandle("$detailMapSampler");
if (mDetailTexArrayConst->isValid())
{
const S32 sampler = mDetailTexArrayConst->getSamplerRegister();
desc.samplers[sampler] = GFXSamplerStateDesc::getWrapLinear();
desc.samplers[sampler].magFilter = GFXTextureFilterLinear;
desc.samplers[sampler].mipFilter = GFXTextureFilterLinear;
if (maxAnisotropy > 1)
{
desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
}
else
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
}
mMacroTexArrayConst = mShader->getShaderConstHandle("$macroMapSampler");
if (mMacroTexArrayConst->isValid())
{
const S32 sampler = mMacroTexArrayConst->getSamplerRegister();
desc.samplers[sampler] = GFXSamplerStateDesc::getWrapLinear();
desc.samplers[sampler].magFilter = GFXTextureFilterLinear;
desc.samplers[sampler].mipFilter = GFXTextureFilterLinear;
if (maxAnisotropy > 1)
{
desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
}
else
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
}
mNormalTexArrayConst = mShader->getShaderConstHandle("$normalMapSampler");
if (mNormalTexArrayConst->isValid())
{
const S32 sampler = mNormalTexArrayConst->getSamplerRegister();
desc.samplers[sampler] = GFXSamplerStateDesc::getWrapLinear();
desc.samplers[sampler].magFilter = GFXTextureFilterLinear;
desc.samplers[sampler].mipFilter = GFXTextureFilterLinear;
if (maxAnisotropy > 1)
{
desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
}
else
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
}
mOrmTexArrayConst = mShader->getShaderConstHandle("$ormMapSampler");
if (mOrmTexArrayConst->isValid())
{
GFXTextureProfile* profile = &GFXStaticTextureProfile;
const S32 sampler = mOrmTexArrayConst->getSamplerRegister();
desc.samplers[sampler] = GFXSamplerStateDesc::getWrapLinear();
desc.samplers[sampler].magFilter = GFXTextureFilterLinear;
desc.samplers[sampler].mipFilter = GFXTextureFilterLinear;
if (maxAnisotropy > 1)
{
desc.samplers[sampler].minFilter = GFXTextureFilterAnisotropic;
desc.samplers[sampler].maxAnisotropy = maxAnisotropy;
}
else
desc.samplers[sampler].minFilter = GFXTextureFilterLinear;
}
for (U32 i = 0; i < matCount && !baseOnly; i++)
{
TerrainMaterial* mat = mMaterialInfos[i]->mat;
if (mat == NULL)
continue;
// We only include materials that
// have more than a base texture.
if (mat->getDetailSize() <= 0 ||
mat->getDetailDistance() <= 0 ||
mat->getDetailMap() == StringTable->EmptyString())
continue;
mMaterialInfos[i]->mBlendDepthConst = mShader->getShaderConstHandle(avar("$blendDepth%d", i));
mMaterialInfos[i]->mBlendContrastConst = mShader->getShaderConstHandle(avar("$blendContrast%d", i));
}
// If we're doing deferred it requires some
// special stencil settings for it to work.
if ( deferredMat )
desc.addDesc( RenderDeferredMgr::getOpaqueStenciWriteDesc( false ) );
desc.setCullMode( GFXCullCCW );
mStateBlock = GFX->createStateBlock(desc);
//reflection stateblock
desc.setCullMode( GFXCullCW );
mReflectionStateBlock = GFX->createStateBlock(desc);
// Create the wireframe state blocks.
GFXStateBlockDesc wireframe( desc );
wireframe.fillMode = GFXFillWireframe;
wireframe.setCullMode( GFXCullCCW );
mWireframeStateBlock = GFX->createStateBlock( wireframe );
return true;
}
void TerrainCellMaterial::_updateMaterialConsts( )
{
PROFILE_SCOPE( TerrainCellMaterial_UpdateMaterialConsts );
int detailMatCount = 0;
for (MaterialInfo* materialInfo : mMaterialInfos)
{
if (materialInfo == NULL)
continue;
TerrainMaterial* mat = materialInfo->mat;
if (mat == NULL)
continue;
// We only include materials that
// have more than a base texture.
if (mat->getDetailSize() <= 0 ||
mat->getDetailDistance() <= 0 ||
mat->getDetailMap() == StringTable->EmptyString())
continue;
detailMatCount++;
}
if (detailMatCount == 0)
{
return;
}
AlignedArray<Point4F> detailInfoArray(detailMatCount, sizeof(Point4F));
AlignedArray<Point4F> detailScaleAndFadeArray(detailMatCount, sizeof(Point4F));
int detailIndex = 0;
for (MaterialInfo* matInfo : mMaterialInfos)
{
if (matInfo == NULL)
continue;
TerrainMaterial* mat = matInfo->mat;
if (mat == NULL)
continue;
// We only include materials that
// have more than a base texture.
if (mat->getDetailSize() <= 0 ||
mat->getDetailDistance() <= 0 ||
mat->getDetailMap() == StringTable->EmptyString())
continue;
F32 detailSize = matInfo->mat->getDetailSize();
F32 detailScale = 1.0f;
if ( !mIsZero( detailSize ) )
detailScale = mTerrain->getWorldBlockSize() / detailSize;
// Scale the distance by the global scalar.
const F32 distance = mTerrain->smDetailScale * matInfo->mat->getDetailDistance();
// NOTE: The negation of the y scale is to make up for
// my mistake early in development and passing the wrong
// y texture coord into the system.
//
// This negation fixes detail, normal, and parallax mapping
// without harming the layer id blending code.
//
// Eventually we should rework this to correct this little
// mistake, but there isn't really a hurry to.
//
Point4F detailScaleAndFade( detailScale,
-detailScale,
distance,
0 );
if ( !mIsZero( distance ) )
detailScaleAndFade.w = 1.0f / distance;
Point4F detailIdStrengthParallax( matInfo->layerId,
matInfo->mat->getDetailStrength(),
matInfo->mat->getParallaxScale(), 0 );
detailScaleAndFadeArray[detailIndex] = detailScaleAndFade;
detailInfoArray[detailIndex] = detailIdStrengthParallax;
if (matInfo->mBlendDepthConst != NULL)
{
mConsts->setSafe(matInfo->mBlendDepthConst, matInfo->mat->getBlendDepth());
}
if (matInfo->mBlendContrastConst != NULL)
{
mConsts->setSafe(matInfo->mBlendContrastConst, matInfo->mat->getBlendContrast());
}
detailIndex++;
}
mConsts->setSafe(mDetailInfoVArrayConst, detailScaleAndFadeArray);
mConsts->setSafe(mDetailInfoPArrayConst, detailInfoArray);
}
bool TerrainCellMaterial::setupPass( const SceneRenderState *state,
const SceneData &sceneData )
{
PROFILE_SCOPE( TerrainCellMaterial_SetupPass );
if (mCurrPass > 0)
{
mCurrPass = 0;
return false;
}
mCurrPass++;
_updateMaterialConsts();
if ( mBaseTexMapConst->isValid() )
GFX->setTexture( mBaseTexMapConst->getSamplerRegister(), mTerrain->mBaseTex.getPointer() );
if ( mLayerTexConst->isValid() )
GFX->setTexture( mLayerTexConst->getSamplerRegister(), mTerrain->mLayerTex.getPointer() );
if ( mLightMapTexConst->isValid() )
GFX->setTexture( mLightMapTexConst->getSamplerRegister(), mTerrain->getLightMapTex() );
if ( sceneData.wireframe )
GFX->setStateBlock( mWireframeStateBlock );
else if ( state->isReflectPass( ))
GFX->setStateBlock( mReflectionStateBlock );
else
GFX->setStateBlock( mStateBlock );
GFX->setShader( mShader );
GFX->setShaderConstBuffer( mConsts );
// Let the light manager prepare any light stuff it needs.
LIGHTMGR->setLightInfo( NULL,
NULL,
sceneData,
state,
0,
mConsts );
if (mDetailTexArrayConst->isValid() && mTerrain->getDetailTextureArray().isValid())
GFX->setTextureArray(mDetailTexArrayConst->getSamplerRegister(), mTerrain->getDetailTextureArray());
if (mMacroTexArrayConst->isValid() && mTerrain->getMacroTextureArray().isValid())
GFX->setTextureArray(mMacroTexArrayConst->getSamplerRegister(), mTerrain->getMacroTextureArray());
if (mNormalTexArrayConst->isValid() && mTerrain->getNormalTextureArray().isValid())
GFX->setTextureArray(mNormalTexArrayConst->getSamplerRegister(), mTerrain->getNormalTextureArray());
if (mOrmTexArrayConst->isValid() && mTerrain->getOrmTextureArray().isValid())
GFX->setTextureArray(mOrmTexArrayConst->getSamplerRegister(), mTerrain->getOrmTextureArray());
mConsts->setSafe( mLayerSizeConst, (F32)mTerrain->mLayerTex.getWidth() );
if ( mOneOverTerrainSizeConst->isValid() )
{
F32 oneOverTerrainSize = 1.0f / mTerrain->getWorldBlockSize();
mConsts->set( mOneOverTerrainSizeConst, oneOverTerrainSize );
}
mConsts->setSafe( mSquareSizeConst, mTerrain->getSquareSize() );
if ( mFogDataConst->isValid() )
{
Point3F fogData;
fogData.x = sceneData.fogDensity;
fogData.y = sceneData.fogDensityOffset;
fogData.z = sceneData.fogHeightFalloff;
mConsts->set( mFogDataConst, fogData );
}
if (String::isEmpty(Con::getVariable("$Terrain::BlendDepth")))
{
mConsts->setSafe(mBlendDepthConst, 0.2f);
}
else
{
mConsts->setSafe(mBlendDepthConst, Con::getFloatVariable("$Terrain::BlendDepth"));
}
mConsts->setSafe( mFogColorConst, sceneData.fogColor );
if ( mLightInfoBufferConst->isValid() &&
mLightParamsConst->isValid() )
{
if ( !mLightInfoTarget )
mLightInfoTarget = NamedTexTarget::find( "diffuseLighting" );
GFXTextureObject *texObject = mLightInfoTarget->getTexture();
// TODO: Sometimes during reset of the light manager we get a
// NULL texture here. This is corrected on the next frame, but
// we should still investigate why that happens.
if ( texObject )
{
GFX->setTexture( mLightInfoBufferConst->getSamplerRegister(), texObject );
const Point3I &targetSz = texObject->getSize();
const RectI &targetVp = mLightInfoTarget->getViewport();
Point4F rtParams;
ScreenSpace::RenderTargetParameters(targetSz, targetVp, rtParams);
mConsts->setSafe( mLightParamsConst, rtParams );
}
}
return true;
}
BaseMatInstance* TerrainCellMaterial::getShadowMat()
{
// Find our material which has some settings
// defined on it in script.
Material *mat = MATMGR->getMaterialDefinitionByName( "AL_DefaultShadowMaterial" );
// Create the material instance adding the feature which
// handles rendering terrain cut outs.
FeatureSet features = MATMGR->getDefaultFeatures();
BaseMatInstance *matInst = mat->createMatInstance();
if ( !matInst->init( features, getGFXVertexFormat<TerrVertex>() ) )
{
delete matInst;
matInst = NULL;
}
return matInst;
}